Use quick wits and quicker reflexes to carve your own path through the mysterious ruins of Cloudbuilt, floating high above the ground. Manipulate the laws of physics to avoid fatal hazards, dodge hostile robots and reach not just the end of each level, but the top of the global leaderboards too.

March 24

So, just like yesterday we have a patch for the game and the editor, also I would like you give you a link to three resources that could be very useful when working with the Level Editor.
Firstly we have the introduction video tutorial (future videos are in the works and will be posted on the same YouTube channel):
https://www.youtube.com/watch?v=KuSlkEZbK9M

And finally I would like to link to the templates and reference levels I mentioned yesterday:
http://steamcommunity.com/id/coilworks/myworkshopfiles/?appid=262390you can use these templates as a base for your levels if you want a good base lighting and background for your levels, and the reference levels can be good to analyze but also useful if you want to make your own teaks or game modes on existing levels.

The list of changes with this patch is as follows:
Game:

Fixed a bug with the ending sequences sometime didn’t play

Fixed a bug where the camera in those outro sequences didn’t play correctly

Added feature to re watch any ending from the workstation in the room.

Editor:

Fixed the bugged GUI, so there should no longer be any invisible elements

Improved the open scene menu to be more robust but also easier to navigate

You can now scroll over the popup menus to move them up and down. Helpful if the menus are too large to be down on one screen.

There are a few underling changes as well, but nothing to take not to in particular!

Hope you find these improvements useful, and good luck with all those custom levels, both playing and making them. There are some really amazing levels out already! Some really impressive work and we are looking forward to see and play even more!

March 23

We have now patched the game and editor! Some bugs in the game were fixed, including the none functional drain fields for the defiance DLC. Other fixes were to the custom levels menu and to the editor.

Game:

Fixed bug with drain fields

Fixed bugs with outdated scripts

Fixed do that the custom level menu don’t freeze when you have subscribed to a level with corrupt meta data

Fixed so that you can select what custom level to play, no matter the file path of your steam directory

Fixed a bug with the menu when unsubscribing from a lot of levels and resubscribing

Fixed so that you can see the name of the creator even if the person is not on your friend list

Editor:

Fixed default view for asset and texture manager to be the grid view

Fixed the utility renderer so that shapes and lines in the editor get drawn

Fixed the handling of meta data, so uploading of new levels will work better

(Tried to address the invisible GUI elements, but the bug actually seem to be persistent in the release version, we will continue to investigate this bug)

Fixed an auto save function that will save your level in the background every 7 minutes, and cycle between 6 different files, so if the editor crashes, keep in mind that you can go in and get those files. (not automatic system to detect incorrect shutdowns and load backups yet)

Fixed duplication to handle selection of the new objects correctly

Fixed the auto switching of the properties window to the target selection to work in all cases

You can now easily import all level you are subscribed to and start editing them to create your own version

We will also now start unloading templates for all of the themes used in the main game, as well as all none story related levels from the main game as references. You will be able to find them in the workshop if you look for Coilworks contributions, but please don’t vote them up, so they won’t block the list from the actual user generated content.

The reference levels will be named [Reference-<Base/DLC1/DLC2>] - <Level Name>, and the templates will be named [Template-<Base/DLC1/DLC2>]-<Theme Name>, where Base/DLC1/DLC2 refers to the content required to load them. Base referees the main game, DLC1 to Through the Fog, and DLC2 to Defiance.

Reviews

“Cloudbuilt is a gorgeous free-running game with a touching metaphorical dimension.”
8/10 – Eurogamer

“Could easily top game of the year lists… f*ck this brilliant bullsh*t.”
Rock Paper Shotgun

“... primed to be an intensely challenging, beautifully stylised runner/platformer.”
Total Biscuit

About This Game

A young woman, a mysterious world and dark clouds on the horizon... welcome to Cloudbuilt.

Cloudbuilt sees quick wits and even quicker reflexes become your closest friends as you carve your own path through the mysterious floating ruins high above the clouds. A game of speed, precision and freedom, use your rocket-powered exoskeleton and manipulate the laws of physics to avoid fatal hazards, dodge hostile robots and reach not just the finish line of each stage, but the top of the worldwide leaderboards too.

Packed with progressively challenging levels, as well as all manner of shortcuts and secrets to discover, Cloudbuilt’s fast-paced competitive action will push the limits of gamers seeking a challenge time and time again.

Game Features
• Jaw-dropping visuals – A unique and utterly gorgeous cel-shaded art style makes the world of Cloudbuilt come alive like nothing you’ve ever seen.
• Run, jump, fight! – Cloudbuilt combines parkour-style platforming, action-packed gunplay and the fast-paced thrills of racing against the clock to create a hugely addictive and competitive game.
• Blaze a trail – Open level design allows you to reach each goal in all kinds of different ways. Carve your own route through any stage you like, then keep refining it to get the fastest time possible.
• Go your own way – Players can find their own route to the finish not just through each level, but also the game; a branching story across 22 levels offer seven unique worlds and four different endings to discover.
• Fight for supremacy – Finish stages quickly and make your mark on the global leaderboards. Find new shortcuts and use all your skill to climb as high as you can!
• A minute to learn, a lifetime to master – Rather than making players unlock abilities, Cloudbuilt gives you everything you need right from the start. Pick up the basics immediately, then discover skills you never knew you had and put them to good use!

NEW! Use the Level Editor to create your own Cloudbuilt levels, then upload them to Steamworks for everyone to enjoy or download levels made by others! Will you be the one to create the greatest community level around?

(Please note: Use of level-building assets from Defiance DLC pack requires ownership of Defiance DLC. Minimum specs of Cloudbuilt are slightly higher than shown for those wishing to use the Level Editor tools)

Wall running! Jetpacks! Auto aim that you need half the time! Speed running! 3D platformer! Mines! Troll-y Turrets! Random tank things! Lasers! Purple Electricity! Falling off edges the other half of the time! Because You're twit! Jetpacks! Beautiful Cel Shaded graphics! Thing that shoots homing balls that should have less health! Super fast respawns! Checkpoints! Many different routes! Occasional terrain glitch like standing on a buzzsaw! Buzzsaws! Come to think of it, all the enemies are to some effect ♥♥♥♥♥, some greater than others! Great Soundtrack! Sensitive agility and mobility! Recommended speedy reactions on the part of the squishy thing behind the screen on the keyboard! Controller Support! Replayable modes! Jetpacks!

Despite the rocky launch and some questionable design decisions, Cloudbuilt is a fun and visceral 3D platformer with the right mix of challenging, thoughtful, and perhaps just a little bit too much unforgiving.

Cloudbuilt is primarily focused on the path from point A to B. You have many special abilities common to speedrunning platformers that you'd expect: a dash, double jump, wallrunning, all limited by a central boost bar that only replenishes when you're flat on the ground. The controls are very tight and responsive, and sometimes this results in touchy controls that burn precious boost in unskilled hands. In addition, there are the regular cadre of hazards like indestructible mines and projectile spewing enemies blocking your forward motion. There are many paths through a stage, many ways to avoid hazards, many things to see and find. Cloudbuilt certainly hits the mark on the core platforming experience.

My major gripe against the game sits with the enemies, however. Thankfully less annoying in behavior and strength than before, oftentimes their existence thwarts your main method of dealing with the threat: your gun. Most enemies will survive rapid fire from your woefully limited clip, requiring you to charge your fire beforehand. Why the gun doesn't automatically charge during any downtime escapes me, because there's no penalty to charging a shot, and no reason to resort to weaker bullets. Your best strategy is, at all times, to just dig your finger into the mouse button whenever you're not firing, which is a really weird mechanic to be sure. On the enemies themselves, many of them have a repair shield mechanic that goes up if you didn't outright kill them on the first few shots, it's not immediately clear that this shield deactivates the enemy, and some of these can be eternal threats through the rest of the stage if you let them heal back up. Having enemies that can shoot you from clear across the map is distracting in this kind of game, but thankfully only a scattering of levels are prone to this kind of abuse.

The environmental design is fairly nice. You have a good mix of organic, ruins-like areas, more mirror-like utopian areas and oppressive areas full of wire and colored lights. It would have been nice to have a few levels with an actual solid ground, though this would have gone against the namesake. Sometimes the path to the end of the level is far out of sight, but the maps are designed well enough to spur you in the right direction. The stencil shading does accent the terrain pretty well and highlights the ground edges, but doesn't look as good on the main character's model. The sound is just functional, and nothing spectacular. The music tracks are catchy, for the most part. The story isn't my cup of tea, and isn't as well woven as it could have been.

I'd recommend the game to anyone looking for a challenging platformer. For anyone who would be just on the edge of the skill range necessary to play this game, but is willing to brave it, be sure to play through all the first levels. Though it may have changed from my experience, the different paths on the map vary in difficulty and game concepts presented. At least one path is oriented more towards a pure platforming experience, with few to no enemies, and is the recommended path to take at first.

Simply excellent. A high speed space puzzle about a veteran going through obscure obstacles in her dreams while lying unconcious in post wound rehab. When I write "high speed space puzzle", I mean every word of it. Most levels will equally demand the best from your reaction and your space orientation skills. And while there are obviously pre-designed routes, you are welcome to "break" them in every way you can to reach your goals in most optimum way. Cloudbuilt is everything you would expect from a good indie game: challenging, stylish, addictive and filled to its top with freedom. It has its little fallouts and some "garage-feeling" here and there, but not enough to bring even the slightiest shadow on its beauty.

This is what sonic and mirrors edge should have been. Its a speed Runners dream.

Non-Linear levels. Check. Guns. Check. Rocket Pack. Check. Gorgeous graphics. Check. Challenging play. Check. Multiplayer support/mac support. Nope. This game needs a race mode vs friends. Other than that, my kind of game. Like Demon souls, Dark souls, Ninja Gaiden and Mirrors edge put together. Don't expect a video game to hold your hand and make you feel good. This one is not for the faint of heart. You will think you are good. The early levels are not too hard, you think. It will push you. You will get quicker reflexes. You will learn how to aim on a dime. You will fail a lot. You will cry. You will overcome. You will excel. You will get rebuilt. YOU WILL GET CLOUDBUILT.

yeah i havent played for long but heres my view, game is awesome,I'm here for some IL speedrunning, so i couldnt care less about the story and while I have a LONG way to go, I can already tell that I will love this. Great mechanics and interesting level design where routing will be as much fun as execution

I have not had this much unadulterated enthusiasm/child like joy since I played "Super Mario Sunshine" when I was 12!! (Completely different game I just REALLY enjoyed it.) Imagine if "Sonic" and "Mirror's Edge" had an illegitimate child, that's "Cloudbuilt". It looks STUNNING, the art style really pops, the soundtrack is stellar, and the parkour/free running mechanic works flawlessly even with combat. I picked this up on Humble Store for $3.99. I feel like that was a crime, I would gladly pay full price for this hidden gem :)

My my this game. I absolutely adore it! There are a lot of games where the gameplay is fast paced but severely lacks any control. Cloudbuilt however gives you the chance to control it... after you die a lot at first. A lot of reviews say this game is hard at first and, yes, it is but dont let that put you off! So many times Ive messed up on a little jump or a boost and thought: "darn now im not gonna get an A!", but I keep trying and when you get a good score you feel so good about it! I swear this game is a counter to my depression! >w<But in all honesty I could probably play this just for the soundtrack because, oh god is it beautiful!Anyway, when alls said and done, you should probably give this game a try! Even if its not your forte.

Let me preface this review by saying I don't think Cloudbuilt is a bad game. Unfortunately Valve only allows "Recommended" or "Not Recommended" on their review ratings. Admittedly it's better than when they only allowed thumbs up at least. But unfortunately on games I have mixed feelings on I cannot recommend them to my friends or otherwise.

Anyway, Cloudbuilt is an extremely niche game clearly built for an audience and one audience alone; speedrunners. While that focus helped make it carve out a unique character to its gameplay, its sole emphasis on that has harmed it overall for other players of the game. A lot of the levels feel like they absolutely require memorization in order to do fluidly. The controls are kind of poor as well; with more attention they would have been much, much better. Again, despite the paragraphs below complaining about flaws, I don't feel that this is a bad game. When you're not dealing with issues the game is fast-paced, challenging and extremely fun, playing much like you see in the trailer.

Since the controls are my main problem with the game I'll go over these first. The controls do work, but they FEEL clunky. At least part of this is the length of the game to learning curve ratio. The game is only about 2 hours long to the end, and you can beat most of the side missions in 3 hours. Much of that time the player will likely getting used to little nuances with the controls that are not immediately obvious from the tutorial though, like figuring out that you can air control like in a 2004 game where back instantly stops you. Mixed in is some legitimate clunk too. An example: One of the gifs on the community page right now is the triple slide section from one of the more difficult levels. There is a similar section on another level that ends with you hitting a vertical wall, boosting up the top, wallrunning along the side, then up and around again all the way to the exit. The player only gets a limited amount of boost to do maneuvers like that so losing as little momentum and using the minimal amount of energy is the key to success. Unfortunately the input from the jump off the last slide to the wall is extremely unforgiving. Why? There is no slack at all in the controls. If you hit the boost button even a split second before you've made firm contact with the wall, you will instead boost into it, which will result in you smacking into it, flipping around, then sliding off to your death. In the end what you have to do is rely on visual confirmation that you're in the correct pose before you can boost up which is inefficient and waste momentum/energy. This is really the number one issue with the controls. They already have a pretty decent learning curve in proportion to the length of the game, but this one mostly likely everyone will struggle with on and on because it feels very unnatural and unconventional compared to most games. It's funny because the game has 4 or 5 checkboxes under gameplay options for changing the behavior of how wallruns work, but none to deal with this issue. The fact that those options they put in are even needed should be a red flag right there that wallruns should either be fixed or redesigned.

The other big problem with this game is level design. Memorization is required in several places, period. You are not getting past certain parts on your first try. Stuff like running through a bunch of explosions only to find a force field you need to charge shot, going through a long wallrunning section only to find a force field in your face are quite common later on. The number of times I did a wallclimb only to be smacked by an obstacle was rather enormous. Reflexes can't deal with these things and a lot of the times you have to already know what you're going to do before you do it. There's also a particular chaser enemy that has a force field and will blow up in your face, usually knocking you to your death. Just to give you more time pressure when you already don't know where to go, of course. Things like this are okay on paper but when it comes to playing through a level the first time it is incredibly obnoxious and frustrating. Part of the issue is the pink forcefield things can at times be extremely difficult to see in the air.

On the subject of enemies, I'm not really sure they really add much value to the game at all. In my opinion a lot of the fun vanished as more and more enemies were added to the levels. Only the new/bad players will be affected by the homing missile guys, the regular turrets are worthless, the melee shocker guys on the paths and the wide shooting turrets are the only real threats. Those two have a point in being in the others notsomuch. Eventually the stages start to get chock full of them and they get a bit tedious to avoid. And you have to avoid them because you have a lifebar, which is another thing that puzzles me. You have a lifebar and limited lives. You'd think the main purpose of the enemies would be just to knock you off but apparently not. And lives... fail enough and restart the level... I'd generally only get stuck on one spot on most levels so this just makes it if you get stuck too long there you have to redo the whole thing. I don't see why there are lives other than the simply fact that video games have lives and thus this game needs them too. I mean, Super Meat Boy didn't have lives...

Even with these issues the game generally works and is overall quite a fun experience if you're good enough to play it. I'm not usually a terrible fan of celshading but the game does it well enough and the music fits. Again though, it's clearly targeted at speedrunning and speedrunning alone; it took about two hours for a pleb like me to beat the game and a bunch of the side stages if that's all you're interested in. But in the process of beating it I got maybe one B and the rest were Cs or Ds. If you're the kind of person that likes to get S ranks on everything, this game is probably for you. Of course it ain't easy; said Cs were also around rank 500 on the scoreboard for many of my runs. Game is interesting, but it just needed better execution. Looks like the developers aren't going to be making any sweeping changes at this point, so I'm hoping if they make a sequel it addresses the issues I had with the game.

Cloudbuilt is an amazing speedrunning platformer. It can be very difficult at times but with enough practice you will be able to speed through any level. Most people recommend playing this game with keyboard and mouse. However I play with a controller and I was able to get in the top 100 scores on most maps. Some people complain about the controls on a controller (LB to jump), but that is necessary to be able to speedrun this game. Fast respawns make death not so worrisome when you are first starting out or having trouble on a level. If you like challenging games, platformers, or speedrunning then this game is for you. If you are having trouble with levels or have any problems check out the community page where the active developers and greatest players often talk.

A really good 3d action platformer with emphasis on speedrunning. Levels are very open and allow you to experiment with new paths to get to the end ASAP. Kind of annoying to play with a controller, but works perfectly fine with KB/mouse. Difficulty spikes to really insane levels at the end of a story branch, but it still has plenty of not-so-hard levels for the casual gamers out there.

From what I've played so far (20 levels) I can't help but write a review praising this game. I'm in love with it. It's like if Megaman, Spiral Knights, Vanquish, Mirror's Edge and Sonic had a love child. It's SO good. It does have a high difficulty curve definitely showing in the later levels, but that doesn't stop me from loving this game at all. Thank you, developers. This game is an absolute treat for me.

Update: Since beating this game, I can say I still love it. I believe everyone has a right to hate the redepolyment stage, though. Another cool thing is after having beat it, I am way better at the game. Every stage just feels easier now. That's a great feeling. The developers really know how to train your reflexes.

As far as the story goes. I like how you can branch off to any level path you want to get tad bits of her different emotions and thoughts. I was all over the place. lol It really shows how indecisive I am. It made me connect to the character as I wasn't just going down a linear path of story. I really apperciate that.

This is a great little gem that I feel everyone should experience, though I understand it's not for everyone. I enjoyed every moment of it. Yes, even redepolyment.

Well well well... Right here, we have a game, that's extremely hard and forgiving. It's pretty much just speedrunning to the exit door and getting the best time as possible (or just completing the main story). Now I think I like this concept this game has put together. I like the fact that you can run on walls and do pretty much anything you need to get past every level. It may bring you rage to try and beat some of the levels, but that is actually the entertaining part: getting good at the game. I still have to complete the defiance DLC that was added to the game. It includes 5 INSANELY difficult levels and an alternate ending. I believe that beating those levels will take me SO LONG, that I may have beaten The Binding Of Isaac 100%. But I still like the game.

I may aswell talk about the graphics (like I always do), they are not first class, but that does not matter to me at all. I consider myself as a gamer that plays unique games or games that get my attention and addict me. This game is one of those unique games. I have NEVER seen a game like this on steam and yet, it's a good one. I like all the mechanics: wall jumping, wall climbing, using your jetpack to make certain jumps and doing super wall climbing with your jetpack gets me so pumped that I can feel myself sweating at a critical place. But a speedrunning game isn't perfect unless there are enemies, right? This game is no exception - there is quite a medium amount of enemies, all trying to stop your progression. Some enemies shoot you from a distance and some attack you only if you are on the same platform as they are. This just increases the difficulty level of this game, as if it wasn't hard enough already.

I might just talk a little about the environments: I like the skyboxes they have brought here. They make me smile and usually look really stunning. Also the voice acting and sound effects sound great and kind of fit the place they play, +1 to that.

I should mention the soundtrack, which is made by Jacob Lincke. This game has the soundtrack that keeps you going even if the game has gotten the better of you. I personally would like to have the soundtrack on steam so I could add it to my OST collection (and of course so I could listen to it ;) ). I wish to see more music from this guv.

With all that said, I could give my final verdict on this product.

I like this game, the game has a difficulty level that I have not seen IN AGES, and that is rare in these days... I also like the music, visuals and sound effects as well as the voice acting. Only negative thing I can give is most probably the enemies since they may get a little frustrating from time to time, but I'm all fine with that. My final verdict would be 10/10, since I like so unique games, like this. I wish I'd see more unique games on steam and I wish the best of luck in the future to the developers of the game. Cheers!!!

Cloudbuilt is an excellent game all around. Its graphics are a unique style bordering on "cel-shading" and "toon-shading" and its snappy responsivness justifies the difficulty of some levels.

Will it take a long time to complete certain levels? It depends.If you are a speedrunner by trade, learning every inch of this game is rewarding and time-consuming. Each level is non-linear and offers many different paths, ones that are more diffucult but overall faster, and ones that are more scenic, fun, and allow you to shoot your blaster and more things. Pew pew.

This game provides hours upon hours of playtime, and I do not regret buying it at launch. It is highly underrated and should not come off as intimidating. Casual and Hardcore gamers alike will love playing this well done chunk of code. Hats off to the folks at Coilworks.

Really fun game that has that "one more go" type of addictiveness to it. One of the best ways to describe it would be a puzzle platformer - while the platforming is fast paced parkour, the puzzle comes from figuring out the best ways to get through a level. While it seems like the two are at odds with each other, it never feels like a problem that the game has, if anything increasing the enjoyment you get out of the game as you work out a path from beginning to end.The movement is speedy and fluid, the level design non-linear and the combat, while marginally frustrating on the first run of a level, becomes based on twitch reaction once you start speed-running levels. The story is trash from what I've played, but that doesn't matter when you get a huge amount of satisfaction from finally nailing a level you've been praciticing.

If you enjoyed Mirror's Edge, the parkour in Titanfall or like the idea of a game that's built around fast paced parkour and quick reactions, then it's well worth picking Cloudbuilt up.

Well. This is the most beautiful hectic game I think has ever graced my PC. Apart from some minor issues to start with setting it up once I'd stopped being an idiot and sorted that out it's just generally awesome. As most people will attest to it's best on keyboard and mouse. Game pad won't really be up to the task.

Gameplay wise: It's a race to the top of a trap infested maze with various routes up. The easier ones take longer and the trickier ones make me want to throw my mouse and keyboard against a wall and scream bloody murder but are so much faster. This is not a game you can expect to have your hand held throughout. In fact, FUDGE ME, after the tutorial BAM! Deep end. And those are the easier levels. I'm both dreading and looking forward to the later levels.

Music is pretty epic and fits the game like the final piece in a 4 piece jigsaw. Truly the hardest of all jigsaws.

Buy this game but again this is no cake walk. I'd go as far as to say it's a 4 tonne spikey death trap walk where the spikes are made of rusty plastic spoons each one with a witty joke about your mum, but the satisfaction of getting through is so rewarding opening up more spikey death trap walks, beautiful music and intriguing story. It's worth your money and time and if you ever meet the developers buy them a pint.